Nisforsmash > Sorry for the grammar. I am french and it is sometimes difficult for me to make english sentences, don't hesitate to tell me what part are incorrect when you answer me.
> That's true for them yes, but SSB gave them "gameplay personalities", which are explainable to a guy that haven't played them : Fox uses a blaster, most of his moves are close-ranged since he uses his bare hand, some moves takes a bit of time before they trigger, etc. Falcon truly has personality, one that is different from Ganondorf. In terms of game design we can oppose any gameplay by two concepts : its narrative side, and its technical side. The narrative side is understandable by someone that never played any game in his life, while the technical side is understandable only when you know a specific game. So the first is easily sharable and quickly fun to watch/play, and may still conceal a deep gameplay, while the technical side may be something truly difficult and interesting for progamers, but hard to understand for new players when they watch it. (I'm saying this because I had difficulties to understand how Lucas is played, even when watching pros.)
I have to say that, of course, most competitive game are "technical", but what made the SSB series different from combat games so far, is that it has a lots of "narrative" aspect, even in Melee. So, while I like what the PMBR does, I think they should try be careful with that aspect. Even a competitive game can be narrative. (And yes, sorry I didn't played Mother 2 and 3, so I may be wrong about the design of the character. All I know is that, to me, Ninten was very generic.)